Im not sure how to describe it, actually. But damned if I cant close car doors so easily now …
So, I usually play CDDA at a pretty fast clip, faster than even I can type normally. I even input commands, such as picking up items from a list whose order I know and is set or using items, such as a sewing kit, if the game has not yet caught up to my inputs. The game will perform those inputs.
Say, for example I want to grab a sewing kit off the floor and use it to repair my sleeveless duster (m).
I can, in short order, press
(e) (right) (a) to pick it up
While the game is processing this Im already pressing
(a) (a) (m)
to attempt repairs. And I press
to make it perform until fortified.
But the game isnt on the repair menu yet. Ive entered these commands in advance and the game honors them. Or did.
Since the ‘see what happens when you are mid-move’ bit I cant enter these commands. Very, very frequently I do things like closing car doors in advance while fleeing to my car. But since this update I cannot do this. I end up pathing to the car doorrame, taking up very important time. And this can happen 2 or three times before Im forced to slow down and let the game catch up.
So, I would appreciate this feature back. Days take longer and so does basic microing.
I don’t know if I’m having the same issue, but my game is chugging like crazy. Movement is far more choppy and almost an erratic speed. The game is overall less responsive. The menus seem to run fine.
Version 5003 0.C-14998-g21c8b57
Before, I would use software rendering to go faster (I use ASCII, don’t know if that has anything to do with it). Now neither is really responsive.
P.s. was there a minimum turn time added at some point a long time ago? I remember movement used to be crazy fast if one was holding down a key, which of course ended up as running into spiders and getting poisoned a lot.
I am having the same issues with the latest experimental where I end up wasting turns and dying, all the while I’d thought I was running through and closing a door behind me, rather than walking back and forth through it.
There’s currently a discussion going on over in github about the proper way to address an issue like this (that appears to be fairly hardware dependent). Once we nail down exactly what we want to do we should be able to get a fix up that addresses most of the issues here.
It is actually.
In ASCII mode, the slowdown is noticeably correlated with screen size.
I don’t play in tiles mode, but the tiles code is horribly unoptimized in places, meaning there is no way it comes anywhere near the ASCII mode performance.
Could be significantly sped up by caching, but it isn’t the most trivial task to cache graphics and keep them synchronized.
I just do the console, so I guess that doesn’t help. Oh wise Coolthulu, do you have any other thoughts? My rig’s fairly manly; quadcore 3.7ghz, 16gig, pretty recent momboard.
Just wanna play…